mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-15 22:12:25 -06:00
refactor: improve representation of movement system
This commit is contained in:
@@ -3,7 +3,10 @@ use bitflags::bitflags;
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use glam::Vec2;
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use crate::{
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entity::{direction::Direction, graph::Graph},
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entity::{
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direction::Direction,
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graph::{Graph, TraversalFlags},
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},
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error::{EntityError, GameResult},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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};
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@@ -22,6 +25,17 @@ pub enum EntityType {
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Wall,
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}
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impl EntityType {
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/// Returns the traversal flags for this entity type.
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pub fn traversal_flags(&self) -> TraversalFlags {
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match self {
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EntityType::Player => TraversalFlags::PACMAN,
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EntityType::Ghost => TraversalFlags::GHOST,
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_ => TraversalFlags::empty(), // Static entities don't traverse
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}
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}
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}
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/// A component for entities that have a sprite, with a layer for ordering.
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///
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/// This is intended to be modified by other entities allowing animation.
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@@ -42,21 +56,36 @@ pub struct DirectionalAnimated {
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/// A unique identifier for a node, represented by its index in the graph's storage.
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pub type NodeId = usize;
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/// Represents the current position of an entity traversing the graph.
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///
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/// This enum allows for precise tracking of whether an entity is exactly at a node
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/// or moving along an edge between two nodes.
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/// Progress along an edge between two nodes.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct EdgeProgress {
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pub target_node: NodeId,
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/// Progress from 0.0 (at source node) to 1.0 (at target node)
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pub progress: f32,
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}
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/// Pure spatial position component - works for both static and dynamic entities.
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#[derive(Component, Debug, Copy, Clone, PartialEq)]
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pub enum Position {
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/// The traverser is located exactly at a node.
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AtNode(NodeId),
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/// The traverser is on an edge between two nodes.
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BetweenNodes {
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from: NodeId,
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to: NodeId,
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/// The floating-point distance traversed along the edge from the `from` node.
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traversed: f32,
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},
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pub struct Position {
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/// The current/primary node this entity is at or traveling from
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pub node: NodeId,
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/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
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pub edge_progress: Option<EdgeProgress>,
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}
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/// Explicit movement state - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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pub enum MovementState {
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Stopped,
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Moving { direction: Direction },
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}
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/// Movement capability and parameters - only for entities that can move.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct Movable {
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pub speed: f32,
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pub current_direction: Direction,
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pub requested_direction: Option<Direction>,
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}
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impl Position {
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@@ -69,18 +98,26 @@ impl Position {
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///
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/// Returns an `EntityError` if the node or edge is not found.
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pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
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let pos = match self {
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Position::AtNode(node_id) => {
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let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
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let pos = match &self.edge_progress {
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None => {
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// Entity is stationary at a node
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let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
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node.position
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}
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Position::BetweenNodes { from, to, traversed } => {
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let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
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let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
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let edge = graph
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.find_edge(*from, *to)
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.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
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from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
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Some(edge_progress) => {
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// Entity is traveling between nodes
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let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
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let to_node = graph
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.get_node(edge_progress.target_node)
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.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
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// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
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if edge_progress.progress >= 1.0 {
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to_node.position
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} else {
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// Interpolate position based on progress
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from_node.position + (to_node.position - from_node.position) * edge_progress.progress
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}
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}
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};
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@@ -93,49 +130,36 @@ impl Position {
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impl Default for Position {
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fn default() -> Self {
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Position::AtNode(0)
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Position {
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node: 0,
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edge_progress: None,
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}
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}
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node.
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/// Returns `true` if the position is exactly at a node (not traveling).
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pub fn is_at_node(&self) -> bool {
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matches!(self, Position::AtNode(_))
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self.edge_progress.is_none()
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}
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/// Returns the `NodeId` of the current or most recently departed node.
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#[allow(clippy::wrong_self_convention)]
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pub fn from_node_id(&self) -> NodeId {
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match self {
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Position::AtNode(id) => *id,
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Position::BetweenNodes { from, .. } => *from,
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}
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/// Returns the `NodeId` of the current node (source of travel if moving).
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pub fn current_node(&self) -> NodeId {
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self.node
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}
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/// Returns the `NodeId` of the destination node, if currently on an edge.
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#[allow(clippy::wrong_self_convention)]
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pub fn to_node_id(&self) -> Option<NodeId> {
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match self {
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Position::AtNode(_) => None,
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Position::BetweenNodes { to, .. } => Some(*to),
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}
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/// Returns the `NodeId` of the destination node, if currently traveling.
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pub fn target_node(&self) -> Option<NodeId> {
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self.edge_progress.as_ref().map(|ep| ep.target_node)
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}
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/// Returns `true` if the traverser is stopped at a node.
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pub fn is_stopped(&self) -> bool {
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matches!(self, Position::AtNode(_))
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/// Returns `true` if the entity is traveling between nodes.
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pub fn is_moving(&self) -> bool {
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self.edge_progress.is_some()
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}
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}
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/// A component for entities that have a velocity, with a direction and speed.
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#[derive(Default, Component)]
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pub struct Velocity {
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pub direction: Direction,
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pub next_direction: Option<(Direction, u8)>,
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pub speed: f32,
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}
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bitflags! {
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#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct CollisionLayer: u8 {
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@@ -168,7 +192,8 @@ pub struct Score(pub u32);
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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pub position: Position,
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pub velocity: Velocity,
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pub movement_state: MovementState,
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pub movable: Movable,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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@@ -8,19 +8,19 @@ use bevy_ecs::{
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use crate::{
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error::GameError,
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events::{GameCommand, GameEvent},
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systems::components::{GlobalState, PlayerControlled, Velocity},
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systems::components::{GlobalState, Movable, PlayerControlled},
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};
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// Handles
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// Handles player input and control
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pub fn player_system(
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mut events: EventReader<GameEvent>,
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mut state: ResMut<GlobalState>,
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mut players: Query<&mut Velocity, With<PlayerControlled>>,
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mut players: Query<&mut Movable, With<PlayerControlled>>,
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mut errors: EventWriter<GameError>,
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) {
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// Get the player's velocity (handling to ensure there is only one player)
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let mut velocity = match players.single_mut() {
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Ok(velocity) => velocity,
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// Get the player's movable component (ensuring there is only one player)
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let mut movable = match players.single_mut() {
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Ok(movable) => movable,
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Err(e) => {
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errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
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return;
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@@ -32,7 +32,7 @@ pub fn player_system(
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match event {
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GameEvent::Command(command) => match command {
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GameCommand::MovePlayer(direction) => {
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velocity.next_direction = Some((*direction, 90));
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movable.requested_direction = Some(*direction);
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}
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GameCommand::Exit => {
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state.exit = true;
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@@ -1,131 +1,160 @@
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use crate::entity::graph::{Edge, EdgePermissions};
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use crate::entity::graph::Edge;
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use crate::error::{EntityError, GameError};
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use crate::map::builder::Map;
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use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};
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use crate::systems::components::{DeltaTime, EdgeProgress, EntityType, Movable, MovementState, Position};
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::system::{Query, Res};
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fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
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match entity_type {
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EntityType::Player => matches!(edge.permissions, EdgePermissions::All),
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EntityType::Ghost => matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly),
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_ => matches!(edge.permissions, EdgePermissions::All),
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}
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let entity_flags = entity_type.traversal_flags();
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edge.traversal_flags.contains(entity_flags)
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}
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pub fn movement_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut entities: Query<(&mut Velocity, &mut Position, &EntityType)>,
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mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
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mut errors: EventWriter<GameError>,
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) {
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for (mut velocity, mut position, entity_type) in entities.iter_mut() {
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let distance = velocity.speed * 60.0 * delta_time.0;
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for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
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let distance = movable.speed * 60.0 * delta_time.0;
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// Decrement the remaining frames for the next direction
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if let Some((direction, remaining)) = velocity.next_direction {
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if remaining > 0 {
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velocity.next_direction = Some((direction, remaining - 1));
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} else {
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velocity.next_direction = None;
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}
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}
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match *position {
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Position::AtNode(node_id) => {
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// We're not moving, but a buffered direction is available.
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if let Some((next_direction, _)) = velocity.next_direction {
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if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
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match *movement_state {
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MovementState::Stopped => {
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// Check if we have a requested direction to start moving
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if let Some(requested_direction) = movable.requested_direction {
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if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
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if can_traverse(*entity_type, edge) {
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// Start moving in that direction
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*position = Position::BetweenNodes {
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from: node_id,
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to: edge.target,
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traversed: distance,
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// Start moving in the requested direction
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let progress = if edge.distance > 0.0 {
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distance / edge.distance
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} else {
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// Zero-distance edge (tunnels) - immediately teleport
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tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
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1.0
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};
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position.edge_progress = Some(EdgeProgress {
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target_node: edge.target,
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progress,
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});
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movable.current_direction = requested_direction;
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movable.requested_direction = None;
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*movement_state = MovementState::Moving {
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direction: requested_direction,
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};
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velocity.direction = next_direction;
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velocity.next_direction = None;
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}
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} else {
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errors.write(
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EntityError::InvalidMovement(format!(
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"No edge found in direction {:?} from node {}",
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next_direction, node_id
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requested_direction, position.node
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))
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.into(),
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);
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}
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}
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}
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Position::BetweenNodes { from, to, traversed } => {
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// There is no point in any of the next logic if we don't travel at all
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if distance <= 0.0 {
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return;
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}
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MovementState::Moving { direction } => {
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// Continue moving or handle node transitions
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let current_node = position.node;
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if let Some(edge_progress) = &mut position.edge_progress {
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// Extract target node before mutable operations
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let target_node = edge_progress.target_node;
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let edge = map
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.graph
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.find_edge(from, to)
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.ok_or_else(|| {
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// Get the current edge for distance calculation
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let edge = map.graph.find_edge(current_node, target_node);
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if let Some(edge) = edge {
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// Update progress along the edge
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if edge.distance > 0.0 {
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edge_progress.progress += distance / edge.distance;
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} else {
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// Zero-distance edge (tunnels) - immediately complete
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edge_progress.progress = 1.0;
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}
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if edge_progress.progress >= 1.0 {
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// Reached the target node
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let overflow = if edge.distance > 0.0 {
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(edge_progress.progress - 1.0) * edge.distance
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} else {
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// Zero-distance edge - use remaining distance for overflow
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distance
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};
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position.node = target_node;
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position.edge_progress = None;
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let mut continued_moving = false;
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// Try to use requested direction first
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if let Some(requested_direction) = movable.requested_direction {
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if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
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if can_traverse(*entity_type, next_edge) {
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let next_progress = if next_edge.distance > 0.0 {
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overflow / next_edge.distance
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} else {
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// Zero-distance edge - immediately complete
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1.0
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};
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position.edge_progress = Some(EdgeProgress {
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target_node: next_edge.target,
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progress: next_progress,
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});
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movable.current_direction = requested_direction;
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movable.requested_direction = None;
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*movement_state = MovementState::Moving {
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direction: requested_direction,
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};
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continued_moving = true;
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}
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}
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}
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// If no requested direction or it failed, try to continue in current direction
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if !continued_moving {
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if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
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if can_traverse(*entity_type, next_edge) {
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let next_progress = if next_edge.distance > 0.0 {
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overflow / next_edge.distance
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} else {
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// Zero-distance edge - immediately complete
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1.0
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};
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position.edge_progress = Some(EdgeProgress {
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target_node: next_edge.target,
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progress: next_progress,
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});
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// Keep current direction and movement state
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continued_moving = true;
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}
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}
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}
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// If we couldn't continue moving, stop
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if !continued_moving {
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*movement_state = MovementState::Stopped;
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movable.requested_direction = None;
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}
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}
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} else {
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// Edge not found - this is an inconsistent state
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errors.write(
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EntityError::InvalidMovement(format!(
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"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
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from, to
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"Inconsistent state: Moving on non-existent edge from {} to {}",
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current_node, target_node
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))
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.into(),
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);
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return;
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})
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.unwrap();
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let new_traversed = traversed + distance;
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if new_traversed < edge.distance {
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// Still on the same edge, just update the distance.
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*position = Position::BetweenNodes {
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from,
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to,
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traversed: new_traversed,
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};
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*movement_state = MovementState::Stopped;
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position.edge_progress = None;
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}
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} else {
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let overflow = new_traversed - edge.distance;
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let mut moved = false;
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// If we buffered a direction, try to find an edge in that direction
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if let Some((next_dir, _)) = velocity.next_direction {
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if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
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if can_traverse(*entity_type, edge) {
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*position = Position::BetweenNodes {
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from: to,
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to: edge.target,
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traversed: overflow,
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};
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velocity.direction = next_dir; // Remember our new direction
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velocity.next_direction = None; // Consume the buffered direction
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moved = true;
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}
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}
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}
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// If we didn't move, try to continue in the current direction
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if !moved {
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if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||
if can_traverse(*entity_type, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
*position = Position::AtNode(to);
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||||
velocity.next_direction = None;
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||||
}
|
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} else {
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*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
// Movement state says moving but no edge progress - this shouldn't happen
|
||||
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
|
||||
*movement_state = MovementState::Stopped;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||
use crate::systems::components::{DeltaTime, DirectionalAnimated, Movable, MovementState, Position, Renderable};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
@@ -13,15 +13,17 @@ use sdl2::video::Window;
|
||||
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
|
||||
pub fn directional_render_system(
|
||||
dt: Res<DeltaTime>,
|
||||
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
|
||||
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
|
||||
let stopped = matches!(position, Position::AtNode(_));
|
||||
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
|
||||
let stopped = matches!(movement_state, MovementState::Stopped);
|
||||
let current_direction = movable.current_direction;
|
||||
|
||||
let texture = if stopped {
|
||||
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
|
||||
texture.stopped_textures[current_direction.as_usize()].as_mut()
|
||||
} else {
|
||||
texture.textures[velocity.direction.as_usize()].as_mut()
|
||||
texture.textures[current_direction.as_usize()].as_mut()
|
||||
};
|
||||
|
||||
if let Some(texture) = texture {
|
||||
|
||||
Reference in New Issue
Block a user